﻿/**
* MIT License
* 
* Copyright (c) 2018 Joseph Pasek
* 
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* 
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
* 
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
**/

using UnityEngine;
using System.Collections;

namespace ColourMath
{
    public static class RendererUtilities
    {
        public static void AddFlagsToMask(Renderer target, uint mask)
        {
            target.renderingLayerMask |= mask;
        }

        public static void RemoveFlagsFromMask(Renderer target, uint mask)
        {
            target.renderingLayerMask &= mask;
        }

        public static void AddFlagsToMask(uint mask, params Renderer[] targets)
        {
            foreach(Renderer r in targets)
            {
                r.renderingLayerMask |= mask;
            }
        }

        public static void RemoveFlagsFromMask(uint mask, params Renderer[] targets)
        {
            foreach (Renderer r in targets)
            {
                r.renderingLayerMask &= mask;
            }
        }

    }
}
